update:修复大乱斗显示问题,修复连续3次10环播报
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+15
-11
@@ -35,7 +35,7 @@ const halfRestRemain = ref(HALF_REST_SECONDS);
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let halfRestTimer = null;
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/** 控制设备离线提示弹窗的显示状态 */
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const showOfflineModal = ref(false);
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/** 记录每位玩家当前半场连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
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/** 记录每位玩家当前半场连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
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const xRingStreaks = ref({});
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function clearHalfRestCountdown() {
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@@ -176,23 +176,27 @@ onLoad(async (options) => {
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});
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/**
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* 检测指定玩家连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* 检测指定玩家连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
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* @param {boolean} isXRing - 本次射击是否为 X 环
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* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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*/
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function checkAndPlayTententen(playerId, isXRing) {
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function isTenPlusRing(shot) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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function checkAndPlayTententen(playerId, isTenPlusRingShot) {
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if (!playerId) return;
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const id = parseInt(playerId);
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if (isXRing) {
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if (isTenPlusRingShot) {
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xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
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// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
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// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
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if (xRingStreaks.value[id] >= 3) {
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xRingStreaks.value[id] = 0;
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// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
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nextTick(() => audioManager.play("tententen", false));
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}
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} else {
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// 非 X 环则重置该玩家的连续计数
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// 低于 10 环或未上靶则重置该玩家的连续计数
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xRingStreaks.value[id] = 0;
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}
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}
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@@ -215,18 +219,18 @@ async function onReceiveMessage(msg) {
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// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
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const newRound = playersScores.value[playersScores.value.length - 1] || {};
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let shooterId = null;
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let isXRing = false;
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let isTenPlusRingShot = false;
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for (const pid of Object.keys(newRound)) {
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const newLen = (newRound[pid] || []).length;
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if (newLen > (prevCounts[pid] || 0)) {
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shooterId = parseInt(pid);
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const shot = newRound[pid][newLen - 1];
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isXRing = !!(shot?.ringX && shot?.ring);
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isTenPlusRingShot = isTenPlusRing(shot);
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break;
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}
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}
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// 检测同一玩家三箭全 X 环,触发 tententen 音效
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checkAndPlayTententen(shooterId, isXRing);
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// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
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checkAndPlayTententen(shooterId, isTenPlusRingShot);
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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halfTimeTip.value = true;
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halfRest.value = true;
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